Cycle and coordinated punch exercise device and methods

ABSTRACT

A punch-and-cycle exercise device is described. The device includes a cycling mechanism, a frame to which a punch pad is attached, a plurality of delineated target zones arranged on the punch pad, a sensor unit that includes an impact sensor, accelerometer, a single or plurality of hall effect sensors, each communicatively connected to the target zones. A control unit communicatively connects with the sensors, and a display. Gloves with built in magnets interact with the sensors and provide data to the controller to track user success at responding to illuminated and sequenced punching programs while cycling. Output can be displayed locally or on any paired device.

FIELD OF THE INVENTION

This invention relates to machines, systems, and methods for coordinated total body and brain exercise. Specifically, the invention relates to a stationary device adapted for cycling that is also equipped with a punch receiving surface with indicators for sequencing and coordinating punch repetition(s). The punch sequencing is software driven and accuracy and effect of the punch repetitions are, sensed, recorded and reported. The sensing is provided via specially adapted gloves, i.e., magnet and/or RFID equipped, for use with the device in combination with punch pad embedded sensors.

BACKGROUND OF THE INVENTION

The general population's lifestyle is becoming more dependent on technology and less taxing/engaging from a total Human Being (body and mind) perspective. Everything is becoming easier and more convenient. We use technology such as Elevators, Escalators, Power steering, Brake assist, Lane assist, Self-driving cars, Robot automation etc. As a result, people engage less with the physical world as things are more automated and there is less combined taxation placed on a person's body and brain and this will only increase as time goes on.

Now, with Virtual Reality (VR) and Augmented Reality (AR) becoming a more important part of everyday life, the average person will start experiencing even less real tactile feedback from the real world.

Standard fitness products in fitness clubs like treadmills, stationary cycles, rowing machines, ellipticals etc. provide a solution to cardio-vascular fitness, obesity, stress release etc. but, will become less important as the modern lifestyle goes more into VR, AR, automation etc. These fitness products do not engage or train the cognitive aspects of a person. To overcome physical and cognitive decline, it has been found that playing sports (i.e. tennis, basketball, rugby, soccer, etc.) whether recreationally or professionally, is superior to doing traditional cardiovascular and weight training exercises for physical and cognitive health. There are many reasons for this. Amongst others, during sports, the whole body and brain work together in harmony whereas the brain is quite often consciously “switched off” when using indoor cardiovascular exercise on devices such as treadmills, ellipticals and stationary cycles and during weight training exercises.

People who are not already dedicated to pursuing fitness, generally find standard cardiovascular equipment boring to use as the scenery does not change and there is no active mental engagement. These people need additional motivation in the form of fun to engage in physical activity.

The known alternative of using distraction through audio/visual input is not an ideal solution as it does not engage the brain in combination with physical exercise. Although research proves that normal gym and cardiovascular exercise are essential for health and for neuro improvement, they do not integrate the brain with all the human faculties as effectively as when playing a sport nor does it achieve the same level of benefits.

Technology to keep us safe such as Anti-lock Braking System (ABS), airbags etc. result in people relying heavily on the technology and not using the decision-making abilities of the brain optimally. This leads to a decline in the ability to make correct, split second decisions when it matters most. These technologies are extremely beneficial to people's safety, but it still needs to be balanced out with, for example, a neuroactive fitness product.

The same can be said of relying on cellphones to store telephone numbers, remember appointments and birthdays: the brain is becoming lazy and loses the ability to focus and working memory declines when the brain is not stimulated in the right way.

Not engaging with the physical world provides for little proprioceptive input to the sensory system and this disrupts the ability to self-regulate.

SUMMARY OF THE INVENTION

It is an object of this invention to have a device and method of exercise, a system and software, for the isomorphic-simulation of a sporting activity. The system would enable total body and brain integration and synchronisation which is fully inclusive of people from all walks of life including people with injuries, the elderly and children; thus providing an immersive exercise experience similar to what a person would experience while playing a sport but with a significantly reduced risk of injury and in a shorter time frame.

Furthermore, it would also be desirable to have a device that engages the upper and lower limbs simultaneously which results in a higher calorie consumption during training as well as which enhances brain integration.

Still further, it would be desirable to have a device that provides proprioceptive input to the joints which is necessary for sensory integration and mental wellbeing.

It would be desirable to have a device that challenges the user to make split second, high consequence decisions while the body is fatigued and evaluating and improving the reaction times, reflexes and executive brain functions over time.

It would be desirable to have a device that enables a person to experience instantaneous proportional tactile feedback when the user interacts with the device.

It would be desirable to have a device and method that requires precision training to allow for greater neurological improvements.

It would be desirable to have an integrated punch-and-cycle exercise device and method that captures the number of punches, the accuracy (in-time and correct punches), reaction times and the force of the punches and using other biofeedback captured along with the cycling rpm, to calculate a score.

It would be desirable to have a device and method that allows a user to use a smart device in the form of a smart phone or tablet to operate the exercise device and to obtain real-time and historical feedback of the training results.

It would be desirable to have a single, integrated piece of exercise equipment which isomorphically simulates a sporting activity.

It would be desirable to have an integrated punch-and-cycle exercise device which functions together with wearable sensors (which could be built into adaptably configured boxing gloves) and which communicate directly with sensors in the exercise device in order to capture biofeedback, reaction times, accuracy of punches (i.e. delivered in time and correctly), measurements of left vs right reaction times etc.

The disclosed device and associated methods advantageously fill these needs and address the aforementioned deficiencies by providing a single, integrated exercise device that pairs cross-over limb movements by way of punching using the upper body, with simultaneous, synchronised movement of the lower body in the way of cycling.

Furthermore, the disclosed device and method isomorphically-simulate a sporting activity which activates the same human faculties as when doing a sport and consequently, should also provide the same benefits as would be experienced when doing a real sport but with a lower risk of injury. By exercising on a punch-and-cycle exercise device, it creates total body-brain integration of the following human faculties and systems: anatomy, endocrine system, cardiovascular system, psychology, decision-making under pressure, anticipatory decision-making, focus, inhibition/response inhibition, visual and spatial processing, perception, tactical and learning function, core fitness and balance, hand-eye co-ordination, motor skills, calorie utilization and emotional engagement. All of the above faculties and systems combined ensures functioning human beings (some on a higher level than others).

Sporting activities usually have an element of competition and therefore, to further isomorphically simulate a sporting activity, the punch-and-cycle exercise device provides a score at the end of the exercise session. The Score presented at the end of the exercise session allows a person to participate in competition with oneself and with other users. This in turn promotes participation and motivation to exercise.

The invention presents the user with high-speed, high consequence and high-pressure situations—similar to a sporting activity and real-life situations to test a person's decision making ability under pressure, anticipatory decision-making and to improve reaction times and mental sharpness.

Similar to elite athletes, people from all walks of life do not learn to make sound split second, high consequence, decisions from sitting on a couch. E.g. when driving a car, people are often already under stress due to lack of sleep, poor diet, pressures at home or work, but if this person were to avoid an oncoming collision, he/she must be able to make a correct, split second, decision and execute the decision with precision. If the person made the right decision, a collision will have been avoided or damage at least minimised. Making correct decisions under high physical and mental stress (and or fatigue) can mean the difference between life or death, success or failure and winning or losing.

Using the invention, the brain's Executive Functions therefore could be developed while the user is tired/exhausted from physical exercise, and this trains a user to make correct, split second decisions in high pressure situations.

Similar to sporting activities, during an exercise session using a punch-and-cycle exercise device, one learns to anticipate an opponent's actions (whether it be a human or artificial intelligence) and to execute one's own decision with quick reactions, perfect timing and to resist the urge to pre-empt one's actions. Since Exercising on the invention isomorphically-simulates a sporting activity, the physical and cognitive abilities that are trained and developed during such an exercise session, carries over into real life and/or real sports.

Through the invention, one would be able to improve human potential regardless of starting threshold or physical ability.

Human beings function best when all human faculties and systems are engaged on a regular basis and not in isolation—i.e. neurological and physical training must occur simultaneously. This is why playing sports is superior to going to the gym.

The problem to be solved by the present invention is to provide a system, computerised exercise device and method of exercising for total body and brain integration and synchronisation while being fully inclusive of people from all walks of life, providing an immersive exercise experience similar to what a person would experience while playing a sport but with a significantly reduced risk of injury and providing the same or better physical and mental results as playing sports but in a lesser amount of time.

The present invention relates to a device and method(s) associated with the device, a system and associated software. With respect to the device, it is an integrated punch-and-cycle device, which pairs the simultaneous cycling with the punching of an interactive punch pad which has multiple delineated target zones that illuminate in pre-programmed sequences and which the user must accurately punch within a predetermined timeframe. Together with the device, the user must wear special boxing gloves with embedded technology that communicates with the sensors in the target zones and which further allows certain biofeedback and other performance parameters to be captured and processed.

This device along with the system, software and method can be used to accomplish an isomorphic-simulation of a sporting activity by providing simultaneous neurological and physical training while the user is under mental and physical stress due to exercise induced fatigue but with a differentiating factor of a much lower risk of injury when compared to playing actual sports.

The two words, “isomorphic” and “simulation” must be read together to encompass the full understanding of this device, system and software. The method of exercise is “Isomorphic” in relation to a sporting activity as it means that the activity is very similar to that of playing sports while not being an actual sport itself and while not mimicking specific sports such as tennis, soccer, motor car racing etc. The method of exercise is a “Simulation” of a sporting activity in that it creates a realistic environment of physical and mental stress and fatigue which requires similar motor skills, brain functions, physical, physiological and emotional responses, as would be required in a human body during a sporting activity.

Exercising on this device and implementing associated methods, system and software therefore results in an isomorphic-simulation of a sporting activity by activating all the human faculties of a person similar to participating in real sporting activities.

It does this by enabling a person to get a high intensity/performance training workout by requiring the user to cycle while simultaneously punching the target zones on the punch pad, which light up in a predetermined/pre-programmed sequence. It enables the user to combine upper and lower body limb movements in combination with visual (and or auditory) synchronisation, requiring tactical cognition and which stimulates short term memory activation. This integrated experience leads to kinetic chain conditioning for neurological adaptation of upper and lower body coordination and development.

Exercising using the punch-and-cycle exercise device with the methods as described, will develop the kinaesthetic and motor-cortex of the brain and heighten reaction time. This is accomplished by presenting the user with pre-programmed lighting sequences in which the target zones on the punch-pad illuminate and requires the user to make split-second decisions, to execute the decisions with accuracy/precision by punching the target zone and to do it within the time allocated in order to score a point.

By further requiring the user to cross the midline of the body when punching in some embodiments of the invention, both hemispheres of the brain integrate.

Research has shown that the brain develops more effectively when combining a brain training activity with physical activity. In this instance, the brain training activity is the mental challenge presented to the user in the form of the target zones that illuminate in a pre-programmed sequence and which the user must anticipate, and to which the user must react by punching. It is indeed a challenge as the user will already be in a state of exercise induced fatigue and then being required to make decisions and to execute the decisions by punching, requires additional mental effort and focus.

Exercising on this device also results in superior calorie burn when compared to traditional cardiovascular exercise and has the added advantage of simultaneously stimulating the brain.

Necessary components of the device include: an interactive Punch Pad with a plurality of delineated Target Zones; sensors unique to each target zone to capture number of punches, force of punches; speed and reaction time; additional sensors throughout the device to monitor performance parameters (such as rpm, load, watt etc.) a cycling mechanism and pedals; a resistance assembly that provides resistance to movement by the legs; an arm or mount which attaches the cycling mechanism to the punch pad, a seat, a base for support; and, processors and logic to detect biofeedback of the user's performance, compile certain feedback and present an overall score to the user; a communication system to send and display the captured and processed information to a visual display which includes a built-in console; smart device (cell phone/tablet); a communication system to ultimately connect the punch-and-cycle exercise device to the cloud/internet, which, generally speaking, are configured as follows:

The punch-pad is connected to the seat and cycling mechanism with a deflecting arm. Each target zone can communicatively connect to one or more sensors. Each sensor can communicatively connect to a computer/control unit/processor.

In order to determine the accuracy of the punches delivered, specially adapted boxing gloves, with incorporated magnets, are used which magnets communicate with sensors mounted within the individual target zones. The sensors sense whether the correct hand (left/right) was used in delivering a punch and communicates this to a single or plurality of processors which score the force, and accuracy of the punches.

In order to carry out the method the following steps are followed: the user is required to wear the boxing gloves that each house magnets, RFID tags, or other suitable electromagnetic device, which communicate with sensors in the individual target zones, which when punched, can sense whether the punch was delivered with the correct hand, i.e. cross over the midline, and whether the correct target was punched. The target zone can indicate to the user which hand to use (left or right) by using a particular shape or colour and then, the delivered punch in scored to determine if the user used the correct hand. The result of each punch, or missed punch, is processed by the various processors and which is later capable of displaying the score. Ultimately, at the conclusion of these steps it is possible to keep track of and score the punches delivered

By virtue of this training method, the user is trained to deliver the punches accurately, i.e. punching the correct target zone when prompted and thereby improving the user's reaction time and hand-eye coordination. The aim is not to provide boxing technique training but rather to encourage precision and timely reactions which ultimately stimulates the brain. Tracking total number of punches, which ones were correct, incorrect or missed.

The punch-and-cycle exercise device presents a plurality of pre-programmed exercise programs from which the user may choose. Such training programs each include pre-programmed lighting sequences for the illuminated target zones which, when the training program is executed/run/chosen, the software presents lighting sequences to the user by illuminating the delineated target zones in the pre-programmed sequence. The user must react by punching the indicated target zones in-time, with sufficient force to allow the sensor to sense the punch and the user must deliver such punch with the correct hand all while continuously cycling. This method typically includes a warm-up phase, a high-performance phase and a cooldown phase. During any of these phases but especially during the high-performance phase, the user is presented with the pre-programmed lighting sequences. The user is capable of selecting the number of rounds to perform during an exercise session prior to starting. At the conclusion of the preset number of rounds, the cool down phase starts during which the user's heart rate is encouraged to lower. The user will cycle during this phase but may also be required to punch. During the cool down phase, the user will be able to review the biofeedback captured during the exercise session. At the end of the cool down, the final score is presented to the user and the results of the training session is sent from the punch-and-cycle exercise device to the mobile device and the cloud for storage and future retrieval.

A high-performance phase may include a series of rounds which each consists of two distinct phases: the punch-and-cycle phase and the active rest phase. During the punch-and-cycle phase, the user is presented with the pre-programmed lighting sequences to which the user must react. During the active rest phase of the round, the user actively rests by only cycling and view the biofeedback captured up to point during the exercise session. At the end of the active rest phase, the user is presented with another round which similarly consists of a punch-and-cycle phase and active rest phase.

To enable a high intensity interval training workout, the workload presented to the user during the punch-and-cycle phase must be sufficient to ensure the user's heart rate is elevated beyond the heart rate experienced during the active rest phase. By alternating the punch-and-cycling with active rest phases, it ensures that the user's heart rate is elevated and also given the opportunity to reduce at regular intervals. By using the upper body simultaneously with the lower body, it naturally elevates the heart rate due to the increased workload required. One additional way of ensuring that the heart rate elevates during the punch-and-cycle phase, is to set the speed of the pre-programmed light sequences at a faster rate than during other types of exercise programs. Due to the body naturally synchronizing the speed of the lower limb movements with the speed of the upper limb movements, it further ensures that the user's heart rate would be elevated beyond what it would normally be if the user would just be cycling. (As in running, if a runner moves the arms faster, the legs naturally also move faster because the body synchronizes the movements. It is this same principle that is employed in the punch-and-cycle exercise device—it thus encourages natural body movements and synchronization.)

Ultimately, the punch-and-cycle exercise device isomorphically simulates a sporting activity by enabling the user to combine upper and lower body limb movements in combination with visual (and or auditory) synchronization, requiring tactical cognition, obtaining tactile feedback and which stimulates short term memory activation. This integrated experience leads to kinetic chain conditioning for neurological adaptation of upper and lower body coordination and development. The methods of exercise will develop the kinesthetic and motor-cortex of the brain and heighten reaction time while improving calorie burn. By calculating a score, it also introduces a competition element similar to sporting activities

What has been described above will be similar to a person doing any sporting activity whether it be social or professional e.g. soccer, tennis, motor racing, mountain biking etc.

In other words, the whole body (the body and brain) all faculties of the human body including anatomy, physiology, cardiovascular, musculo-skeletal system, the neurological system, the brain, the mental faculties, emotions, endocrine system (adrenaline, cortisol, etc.), are engaged and taxed through the product very similar as it would be when engaging in any sporting activity.

Due to the total immersion experienced by the user in the exercise activity, the user is capable of exercising at greater intensity without realizing and this results in a higher calorie burn when compared to existing cardiovascular exercise equipment and systems.

BRIEF DESCRIPTION OF THE DRAWINGS

The punch-and-cycle device and methods associated therewith are described with reference to the following figures. These same numbers are used throughout the figures to reference like figures and components.

FIG. 1 is the left side view of a punch-and-cycle interactive exercise device in accord with the present invention.

FIG. 2 is a rear side view of the device in FIG. 1.

FIG. 3 is a right rear oblique view of the device of FIG. 1.

FIG. 4 is a front view of an embodiment of an interactive punch pad in accord with the present invention.

FIG. 5 is an illustration of the punch pad target zone electronics in accord with present invention.

FIG. 6 is an illustration of the punch pad target zone electronics in accord in an alternate embodiment of the present invention.

FIG. 7 is an illustration of the punch pad target zone electronics and processor layout in accord with present invention.

FIG. 8 is an illustration of the punch pad target zone electronics and processors in accord in an alternate embodiment of the present invention.

FIG. 9 is method of controlling/programming the sequence in which the target zones light up.

FIG. 10 is the overall architecture of the system in accord with the present invention.

FIG. 11 shows the steps necessary to execute a method of using the present invention in conjunction with a console.

FIG. 12 is a schematic showing the glove recognition method in accord with the present invention.

FIG. 13 is a flowchart showing the method of detecting and scoring the punches of a user in accord with the complete version of the present invention.

FIG. 14 shows the seat position and punch-pad height adjustment method.

FIG. 15 shows a flowchart showing the steps necessary to execute a method of using the present invention in conjunction with a connected device.

FIG. 16A shows the steps necessary to execute a method of using the present invention in conjunction with a connected mobile device.

FIG. 16B shows the use of the system of FIG. 16A method of using a mobile device to obtain results and feedback post workout.

FIG. 17 shows a user's hand positioned within a glove used in accord with the present invention with fingers bent.

FIG. 18 shows a user's hand positioned within a glove used in accord with the present invention with fingers extended.

FIG. 19 shows a pair of gloves adapted for use in accord with the present invention.

FIG. 20 is a partial sectional view of the foam glove insert including a magnet embedded in position within the foam.

FIG. 21 is a side view of the foam glove insert for the glove in FIGS. 18-20.

FIG. 22 is a view of an alternative embodiment of a flat magnetic flap insert in a glove adapted for use in the present invention.

FIG. 23 is another perspective view of the glove shown in FIG. 22

DETAILED DESCRIPTION

In the present description, certain terms have been used for brevity, clearness and understanding. No unnecessary limitations are to be inferred therefrom beyond the requirement of the prior art because such terms are used for descriptive purposes only and are intended to be broadly construed. The different apparatus and methods described herein may be used alone or in combination with other systems and methods.

The device includes various conventionally known operating components. Hence, as used herein, the term “operating components” denotes those conventional components that are utilized in fitness equipment for carrying out the functionality or purpose of the fitness equipment. Such components may include motors, flywheels, drag elements, brakes, belts, pulleys, magnetic arrangements etc. some exercise bicycles use some sort of flywheel and implement tension control either through direct physical resistance devices such as belts and chains, while others vary the resistance through the use of magnetic arrangements again, and for purposes of this disclosure the term “operating component” should be given its broadest possible construction to cover these and other components that are conventionally provided in fitness equipment to carry out the operation and function i.e. the intended exercise of the equipment.

At a high level, the punch-and-cycle device is directed to detecting a punch to a target zone by a sensor unit, signaling a controller by the sensor unit in response to the step of detecting, and controlling the result (e.g. correct or incorrect) displayed by the target zone with regards to the accuracy and/or reaction time of the punch so delivered. For example, the target zone may illuminate in a different color or shape to indicate either a correct or incorrect punch. The processor in the punch-pad sends the data of each correctly and incorrectly delivered punch as well as the force, which hand was used in delivering the punch and reaction time, to the main processor.

The main processor keeps record of all data received and processes it to compile an overall score and to present detailed feedback to the user post-workout.

Throughout the training session(s), the user will be cycling and the delineated target zones will illuminate in a predetermined/pre-programmed sequence, which sequence the user is required to follow by punching the target zone in time and accurately. The pre-programmed lighting sequences will make use of all the target zones on the punch pad. For illustration purposes only the punch pad in FIG. 4 depicts 5 target zones which have been numbered. Examples of lighting sequences which can be strung together in a multiple of ways, but which are in no way limiting, are 1-2-3-4-5 or 1-1-2 or 1-5-1 or 3-3-1 or 2-3-2-3 or 2-2-3-2.

Before the exercise session, the user must set the level of resistance to be provided by the cycling mechanism and may adjust it during the exercise session as required.

The pre-programmed lighting sequences are continually presented to the user irrespective if the user delivered the previous punch accurately and/or in time (i.e. the lighting sequences are not dependent on a punch delivered by the user because the goal is exercise and not instruction so the user must be prompted and encouraged to keep the momentum going); Outputting a control signal by the processor(s) to illuminate a particular target zone on the punch pad, which target zone remains illuminated for the pre-set time after which the following target zone as determined by the pre-programmed lighting sequence, is illuminated. This process is repeated until the full pre-programmed lighting sequence has been completed. The step of recognizing the glove as described in the method of glove recognition, is included in this method.

During the training session, real time biofeedback is presented to the user and displayed on the visual display/console. At the conclusion of these steps a summary is presented to the user of the biofeedback collected.

In the method of providing an interactive exercise session using a punch-and-cycle exercise device, the method steps of glove recognition and the method of sensing cross over punching are included in this method with the additional step of the software only presenting pre-programmed lighting sequences to the user that requires cross-over punching i.e. where the left hand punches target zones on the right hand side of the punch pad and vice versa. (Crossing the midline of the body with the arms results in cross brain integration. In combination with the physical exercise done with the lower body, it results in neuroactive conditioning i.e. where the brain and the body are stimulated simultaneously.)

The method of providing an interactive exercise session using a punch-and-cycle exercise device and method of glove recognition are included in this method with the additional step of presenting interval training to the user. This is accomplished through presenting distinct Rounds to the user that distinguish between punching with simultaneous cycling and active resting where the user will only cycle. This encourages the user's heart rate to elevate during the punching and cycling phase where the overall workload required of the user is greater than what is required when the user is only cycling. The inclusion of the method of sensing cross over punching is optional.

The method of capturing, processing and displaying the results and progress of an exercise session done on a punch-and-cycle exercise device is also disclosed. The method of glove recognition and detecting and scoring punches to a target zone, and where applicable, the method of sensing cross-over punching, are included in this method with the following additional steps: Connecting the user's heart rate monitor to the punch-and-cycle exercise device via Bluetooth; The user conducting an exercise session using a punch-and-cycle exercise device; The computing unit (i.e. the processor in the punch pad, sensors, software and user interface), detects punches delivered to the individual target zones and also detects missed punches, i.e. where a target zone was illuminated but where the user failed to deliver a punch at all.

Once detected, it determines whether the delivered punch was made with the correct hand (if applicable), in-time and if the correct target zone was punched. It then communicates this information to the main processor which keeps score. Sensors in the cycling mechanism that detect the cycling RPM also communicate with the main processor to indicate whether the user was in fact cycling while punching during a punching-and-cycling round of exercise. The main processor processes the data received from the processor located in the punch pad 22 and the sensors in the cycling mechanism 28 and the heart rate monitor and calculates the calories burned on a constant basis throughout the exercise session.

The main processor then sends all such processed information to the visual display 32. The following biofeedback information may be displayed as a summary during the active rest phases of the exercise session: Average Punch force; average heart rate; hit percentage; calories burned.

Other information to be displayed during the Active rest phase, see, i.e., FIG. 16A(d): Exercise Time/duration; Time left in Active rest phase; Number of rounds completed and awaiting completion; At the end of the exercise session, the data must be finally processed and an overall score calculated. The results and biofeedback parameters captured must be stored temporarily on the random access memory (RAM) of the processor of the punch-and-cycle exercise device.

At the end of the exercise session, the user has the option to transfer the data so processed and captured, to the mobile application on the user's mobile device using a synch feature. (see FIG. 16A.)

The disclosed method of scoring the punches (FIG. 13), includes the following steps: The selected training program executes the punch-and-cycle phase; The punch-and-cycle device prompts the user to punch the target zones in the order they illuminate while the user is simultaneously cycling; Detect if user input is received in the form of cycling by measuring the RPM and/or Watts of the cycling; Commencing timer for maximum duration for user input for each illuminated target zone (i.e. to determine whether a punch is delivered in-time or out-of-time as required by the pre-programmed training program); Detect if a user input is received in the form of a punch; If a punch was detected, determine if the correct target zone was punched; If the correct target zone was punched, determine if the punch was delivered in-time; If the punch was delivered in-time, the punch is scored as “correct”; The target zone then illuminates in a different color e.g. green to give positive user feedback.

In another embodiment of the invention, if the training program required a certain hand to punch a target zone, the processor must further interpret whether the user used the correct hand; If no punch was detected, processor interprets a missed punch; If the punch was delivered to the incorrect target zone, the punch is scored as “incorrect”; In the case of a missed punch or incorrect punch, the target zone then illuminates in a different color e.g. red to give negative user feedback; The main processor receives the data from the processor in the punch pad regarding the accuracy, force, hit percentage.

The main processor also receives data from the sensor in the cycling mechanism that measures the RPM (revolutions per minute and/or WATT) and calculates the score using an algorithm. The method of glove recognition and detecting and scoring punches are included in this method and where applicable, the method of sensing cross-over punching.

A method of enabling the user to compare current and past performance of exercise sessions on a punch-and-cycle exercise device is also disclosed, which includes the following steps: After the user has transferred the data of an exercise session from the punch-and-cycle exercise device to the mobile device, the mobile application has the capability to show historical data. The data can be stored locally on the mobile device or additionally sent to a master server located in the internet which could then make available the historical data to the user for comparison. The historical information must be comparable based on the following options e.g. a comparison by date, hit percentage, overall score, reaction time, heart rate, calorie burn, correct punches, punch force, total number of punches, results obtained in a particular exercise program e.g. Beginner exercise program #1.

In view of the foregoing, two types of results will need to be tracked and which need to be available for comparison: The results of various sessions of a particular exercise program chosen, must be available for comparison to enable the user to see improvement in performance over time of that particular exercise program; The aggregate results of all exercise sessions performed to date must be available for comparison. The individual biofeedback parameters must be comparable in addition to the total Score.

In detail, the invention disclosed is an interactive and integrated interactive punch-and-cycle exercise device 20, system, and methods, which is made up of the following components:

A Cycling Mechanism 28 (comprising conventional operating components such as motors, belts, braked flywheels, generator/break unit to create resistance (magnetic eddy, incremental friction, etc.); and other devices or mechanisms that are conventionally provided in electric stationary cycles; pedals connected to the cycling mechanism. A seat 30 with vertical and horizontal plane adjustment—manual/auto telescopic forward and backward adjustment located below the seat. An “arm” 25 to connect the cycling mechanism 28 to the vertical punch pad 22. Handlebars 27 are connected to the arm 25. A power source: i.e., a mains electrical supply connected to power both the cycling mechanism control elements and the punching and exercise program controllers, displays, etc., and a foot/base 34 to stabilize the overall exercise device 20. Adjustable footing in the base/foot 34 lifts the device off its transport wheels and securely fixes it in place before it can be used safely.

Logic is encoded for controlling the various operational components (resistance; speed of lighting sequences; training program selection) of the integrated punch-and-cycle exercise device; and, a controller (software/firmware) for controlling various operational components either automatically or manually through the controller processor(s).

A console 32 is shown with a human user-machine Interface (HMI) including a graphical user interface and tactile user interface for controlling and setting parameters of the integrated punch and cycle exercise device—(the illustrated version has a LED, Capacitive TFT screen where the console 32 is backlit and has touch screen capability). Encoded and stored software for the firmware on the punch-and-cycle exercise device 20 will capture the biofeedback in terms of reaction time, hit percentage, force, calorie burn, heart rate and other biofeedback parameters. The supporting firmware on the punch-and-cycle device would store pre-programmed exercise programs (as developed and supplied by vendor).

A movement resistive vertical punch pad 22 with vertical plane adjustment (Manual/Auto Telescopic height adjustment); suspension 24 on the neck of the arm (i.e., 3D pillow suspension, coil with damper) and/or behind the punch pad 22 to enable controlled displacement of the punch pad 22 when struck; a plurality of delineated Target Zones 26 (FIG. 4) on the punch pad 22 which are resiliently deformable; energizable light sources to illuminate each target zone in a multiple of illuminated conditions e.g. one or multiple colors (LED lights will outline the target zone 26 and could light up the inside of the target zone or both); motion and magnetic sensors, see FIGS. 5 and 6, each sensor unique to a target zone and which are communicatively connected to the individual target zones 26 for detecting punches to individual target zones, the user's reaction time, the force of punches and whether the user used the correct hand (L/R) with which to punch; sensors which monitor the performance parameters of at least one operating component (such as rpm) and which is communicatively connected to the processor; Bluetooth capability to connect with mobile devices and heart rate monitors.

In FIGS. 4-9, the punch pad 22 and its respective target zone(s) backend electronics layout can be seen along with an operational logic decision tree. The user faces the punch pad shown in FIG. 4 and is guided to engage a selective one of the punch pad target zones within the overall target zone 26 field via a sequence of guided illuminations of the distinct target zones. The punch pad 22 shown is a preferred embodiment, but the punch pad 22 can take on a variety of shapes and layouts, as long as the functionality, as described herein, is maintained. Each distinct target zone (1-5 as shown) within the target zone 26 is equipped with a combination of lights and sensors located beneath a deformable resilient translucent plastic/vinyl cover 230. The target zone may, in addition, have an additional translucent padding element (not shown) layered between the translucent cover and sensors. The lights are preferably rugged RGB LED type lights 222 wherein they are installed with a low profile on the backing element 221 of the target zone 230. The RGB LEDs 222 may be located strategically around the respective target zones to provide reliable and easily visible illumination of the target zone through cover 230. The illumination sequence and color of the target zone indicates a punch is indicated and for which hand (L/R). The target zone further includes a Hall effect sensor, which senses the proximity and polarity of a magnet equipped glove 60. To sense striking force, or strike completion, the target zone may have one or both of an accelerometer and/or contact switch. The accelerometer senses the movement of the target zone and punch pad and, in conjunction with how stiffly the resilient suspension 24 is for the punch pad 22, reflects the power and force of a given punch to the selected target zone. A contact switch provides an indication of punch completion. Either type of sensor/switch may be used, but using both provides a more complete and reliable feedback record for a given punch.

The respective target zones also include a processor 226 to collect sensor/switch info from a given target zone and provide that information to a central controller. The processor also provides illumination signals, timing and color, provided by the central controller to the respective target zone LEDs.

The electronic components in the punch-pad are configured as follows (FIG. 7): the sensors in the target zone (220 and/or 228; 224) communicatively connect to a processor located in the punch pad 232 which in turn communicatively connects to the main processor 32 located in the console. This punch pad localized processor will preform most of the tabulating of the punches received on the punch-pad, thereby relieving the main processor of these monitoring and tabulating functions.

Gloves 60, with reference to FIGS. 17-23, worn by the user include built-in/embedded magnets 72, 73 to communicate with the sensors in the target zones 26 to detect if punches were made with the correct hand, e.g. if the software has pre-determined that the left hand must strike target zones 26 on the right hand side of the punch pad and vice versa, the magnets 72, 73 in the gloves together with the Hall effect sensors in a particular target zone must sense whether the punch was made correctly or incorrectly. The gloves 60 can be made of materials known by persons skilled in the art of making boxing gloves. The gloves may include, for example, foam padding 70: high density polyurethane, latex or polyvinyl chloride foam and perhaps optional cotton batting. The glove outer skin is made from vinyl or top grain tanned leather. Magnets 72, 73 are embedded/molded into the foam 70 on the upper striking side of the glove so that the sensors in the target zones 26 can easily detect them when a user strikes the punch pad targets. The gloves 60 are preferably open on the bottom/palm side but have elastic compartments/tubes 66 for 4 of the 5 fingers of a user's hand, a thumb compartment is optional. Preferably an elastic strap 64 extends across the user's palm and an elastic strap 62 and hook and loop fasteners secure the glove around the wrist.

The device further includes a processor, or multiple of processors, in a console/screen 32 connected to the plurality of sensors/processors on the punch pad 22 target zones 26; a controller communicatively connected to the light sources 222 in the target zones to direct the sequence within which the light sources must illuminate the various individual target zones for prompting strikes to a particular target zone; a module communicatively connected to the main processor to record the number of strikes to the individual target zones, number of correct strikes (i.e. made with the correct hand and within the allocated time) on raw data from the sensors and/or processed sensor data from the slave processors; processor or multiple processors communicatively connected to the light sources of the individual target zones to indicate correct punches upon detection by the sensors in the target zones in combination with the glove magnets 72/73; encoded logic in a memory connected to the processor to prompt the central processor to calculate a score based on a variety of biofeedback parameters captured throughout the exercise session and the number of correct and incorrect punches; one or more visual displays 32 communicatively connected to the main processor to provide feedback to the user in the form of biofeedback statistics, real-time biofeedback, tutorial on correct technique, etc.

In order to begin any method of use of the device 20, a user performs the method of adjusting the punch-pad height and seat position, the following steps are followed:

The user adjusts the seat 30 height and the fore aft position. The user also adjusts the height of the punch pad 22. At the conclusion of these steps, the user will have adjusted the height of the seat 30 to ensure that the lower body limbs are in the ideal position to provide stability during the exercise session. The user will have adjusted the seat distance from the punch pad 22 and the punch pad height to ensure that the user can comfortably reach all the target zones while not being so close as to be injured.

To adjust the seat height, the user pulls the seat height adjustment lever 33 upwards to release the seat which will raise up automatically. The user will adjust the height of the seat to an ideal setting which requires the user to have a soft lock on the knee when the pedal is at the lowest point of its rotation. The knee should be slightly more bent than what would ordinarily be required when adjusting the seat height of a conventional stationary cycle. To lower the seat, the user will similarly release the seat height adjustment lever 33 and apply downward pressure to lower the seat to the ideal position and once reached, the user must secure the seat height adjustment lever.

To adjust the fore aft seat position, the user stands behind the punch-and-cycle exercise device and loosen the fore aft seat adjustment handle 35. The user then either pushes or pulls the seat to move closer to, or away from the punch pad. The user must sit comfortably and slightly lean forwards on the seat with the upper body. The ideal position is determined by raising one arm straight in front of the upper body with the first clenched and with a soft lock on the elbow, the user should be able to touch the punch pad with the clenched fist. (See FIG. 14)

To adjust the punch pad 22 height position, the user sits on the punch-and-cycle exercise device and releases the punch pad lock handle 29 which automatically causes the punch pad to raise up. Should the punch pad need to be adjusted to a lower position, the user must apply downward pressure to the punch pad while the punch pad lock handle 29 is released. To find the ideal punch pad height position, the user must raise one arm in front of the upper body with the first clenched and the first must be positioned to the height of the user's sternum or slightly above when the first is positioned on the middle target zone on the punch pad.

The method of operating a punch-and-cycle exercise device 22 using the console, is as follows: Put on the special boxing gloves; Power on the console. From the menu displayed on the console, select a training program from a list of stored training templates and/or selecting the difficulty level e.g. easy, medium or hard or beginner, intermediate or advanced etc.

The user configures the training template by choosing the number of rounds to complete during the exercise session; selects the setting for the desired resistance level; selects the setting for the desired speed of the lighting sequences; then the user begins the exercise sequence by pressing the “start” button on the console to start the exercise session. The processor in the console 32 then executes the software which runs exercise session as configured/chosen by the user and sends the instructions to the various lighting sources in each target zone to illuminate in the specified order as pre-programmed.

The resistance level is controlled with electro-magnetic force which could increase or decrease based on the level of resistance chosen by the user as set using the console. The console communicates with the main processor 32 via electronic circuitry which in turn runs the software programmed into the chipset of the device which in turn increases or decreases the cycling resistance levels as set by the user before and during the exercise session. The user then starts the exercise session by pedaling and, when indicated by the illumination of the target zones, delivering punches, as sequenced and as directed, to the illuminated target zones.

Throughout the exercise session, the data regarding the exercise session is captured, processed by the various processors and be capable of display by the visual display 32 in the console. Such information may include, for example, the user's heart rate, calories burned, revolutions per minute (rpm), Watt, average accuracy, average hit percentage, time remaining of the total exercise session, time remaining in a round, and a score.

At the end of the exercise session, when either the complete exercise program has been executed or if the user pressed the “end” or “finish” button on the console prematurely, the visual display/console will be capable of displaying any of the following information: calories burned; exercise time/duration; average hit percentage (this is the average of punches that have been delivered accurately, i.e. with the correct hand and punching the correct target zone and which was delivered in-time); Average reaction time; average accuracy, i.e. punching with the correct hand and the correct target zone; Avg. heart rate; average force of punches; peak force; total punches; average RPM; average Watt and a Total Score for that session.

The method of using a mobile device (smart phone or tablet) to control (or send instructions to) the punch-and-cycle exercise device and to receive information from the punch-and-cycle exercise device, is quite similar to using the control console above, and, with reference to FIGS. 13, 15, 16A and 16B, includes the following steps: 1^(st) downloading the exercise device application from the iPhone App store or Google Play store and installing it on the mobile device; registering a user profile through the App and subsequently logging in to such profile or choosing a third party authentication method to sign in; Power on the console; connecting/pairing the mobile device to the punch-and-cycle exercise device via Bluetooth/WiFi by touching the Bluetooth button on the main menu on the console, and selecting the user's mobile device to pair; alternatively, select the punch-and-cycle device from the Home screen on the App and press “sync” on the console to pair.

Thereafter, proceeding in much the same way as with a console originated method of use: From the Home screen on the mobile application, selecting training programs from a list of stored training templates (FIG. 16A(e)) and selecting training levels e.g. easy, medium or hard or beginner, intermediate or advanced, etc.; setting training parameters such as the speed of the lighting sequences and the resistance level of the cycling mechanism; pressing the “start” button on the mobile device to start the exercise session (FIG. 16A (f); the mobile application then sends instructions to the punch-and-cycle exercise device 22 to run the training program as configured by the user; the user puts on the special boxing gloves; the user then starts the exercise session by pedaling and when indicated by the illumination of the target zones, the user delivers punches to the illuminated target zones; at the end of the exercise session, when either the complete exercise program has been executed or if the user pressed the “end” or “finish” button prematurely, the user then has the option to transfer the data captured and processed by the processor in the punch-and-cycle exercise device, to the mobile device by “synchronizing” the data. The user's mobile device must be paired with the punch-and-cycle exercise device through Bluetooth to do this step.

After such synchronization, the mobile application will be capable of displaying, for example, any of the following information (FIG. 16B(a)-(h): calories burned; exercise time/duration; hit percentage (which is the average of punches that have been delivered accurately, i.e. with the correct hand and punching the correct target zone and which was delivered in-time); average reaction time; average accuracy i.e. punching with the correct hand and the correct target zone; avg. heart rate; average force; peak force; total punches; average RPM; and, total score.

During an exercise session, both the console and the mobile application is capable of displaying the information as depicted in FIG. 16A(g)-(j).

With reference to FIG. 10, the overall high-level architecture of the device 20 can be seen. The punch-and-cycle exercise device 20 is itself. WiFi Bluetooth/hard wired to provide data to a series of linked interfaces to both provide direct device feedback, as noted previously, to a user through console 32 and/or to collect data from a user's experience from, for example, a heart rate monitor 250, or other wearable device 251. These devices may include mobile devices 300, for data collection/storage, but can also include data and information provided from/through the internet 400 to cloud storage 500

The core components that together make up the architecture of the system are an integrated punch-and-cycle exercise device 20 that is Wifi and Bluetooth enabled, gloves with embedded magnets, the console which is a touch screen and which communicatively connects to the main processor that communicatively connects to the Internet, log-in capability through username and password and/or third party authentication, and servers located in the internet.

A method of controlling the sequence in which the target zones light up FIG. 9, is also disclosed. When programming the sequence in which the respective target zones light up, the following parameters must be programmed: set which target zone must illuminate; set the color in which the target zone must illuminate; set the shape in which the target zone must illuminate; set the duration that target zone must stay illuminated; set the maximum duration for required user input i.e. time within which the user must deliver a punch; set the duration for target zone to remain off before the next target zone illuminates; set the next target zone to illuminate and subsequently set each of the parameters as described above.

With reference to FIGS. 4, 5, 6, 12, 13, a method of glove recognition by the sensors 224 in the Punch Pad 22, commences with a step of supplying the user with boxing gloves 60 with embedded magnets 72/73. A single or plurality of hall effect sensors 224 embedded in each Target Zone 26 (1, 2, 3, 4, 5), senses the polarity and proximity of the magnet in the boxing glove and returns an analogue value of, for example 5.0V DC for the Left glove and for example 0V DC for the Right glove if contact has been made with a particular target zone. Basically, the hall effect sensor 224 recognizes a particular magnet in a glove and notifies the processor 226 beforehand whether it is a left or right hand that is approaching the target zone. When contact is made with a target zone, it is the accelerometer and/or the contact switch that registers the punch and not the hall sensors. The processor 226 in each target zone communicates between the sensor and the processor 232 to ensure sufficient speed of processing. This eases the workload of the main processor 32 so that the main processor 32 can focus on executing the program and not having to do multiple complex calculations.

When no minimum magnetic field is sensed the hall effect sensors 224 returns a value of (for example) 2.5V DC to the onboard computer input and no punches will be detected or subsequently scored. The left boxing glove 60A houses a magnet that is installed with the north pole facing forward and the right boxing glove 60B houses a magnet that is installed with the south pole facing forward. If one of the 5 A1321 hall effect sensors 224 in each target zone 26 sends an analogue output of either 0V DC or 5V DC, the processor 226 interprets the punch placement, glove used and punch timing results and scores, either a correct or incorrect punch depending on what is required and as programmed by the software.

An accelerometer 228 placed inside each target zone 230 measures whether a punch has been delivered to a particular target zone as well as the punch force of each punch to the target zone. The accelerometer provides an analogue feedback of (for example) 0-10V DC to the processor 226 that interprets that signal and provides feedback to the user in the form of the punched target zone illuminating in a particular color, e.g. “red” to indicate an incorrect hit and “green” to indicate a correct hit.

The processor 232 (FIG. 7) sends the result of each punch, i.e. the punch placement, glove used, punch timing results and force to the main processor 32 to keep track of, and to calculate the score.

To overcome the problem of a magnet that is perhaps not strong enough to penetrate through the glove materials and other materials covering the punch pad, another embodiment of the invention includes an Operational Amplifier (op-amp) placed in each target zone to modify the sensor output to 0-3.6V DC to ensure a magnetic field is created around the hall effect sensor 224.

Further disclosed is a method of detecting and scoring punches; the flowchart of which is shown in FIG. 13. This method includes the method of glove recognition. The method of scoring punches includes the following steps: during the punch-and-cycle phase of the exercise session, i.e. the phase during not including the warm-up or cool down, but during which the user is actively cycling, the respective target zones 26 must illuminate in the pre-programmed sequence. When each target zone 26 illuminates, the user is required to react by punching it. The respective sensors and processors detect if the user input, i.e. a punch, has been delivered as per the method of glove recognition.

If such user input has been received, a further determination must be made whether the correct target zone has been punched as per the method of glove recognition. If no user input has been received, i.e. the user failed to deliver a punch, it will be interpreted as a missed punch and the user will not score a point. If the incorrect target zone 26 has been punched, it will be interpreted as an incorrect punch and negative feedback in the form of the target zone will give negative feedback and illuminate in for example a red color and the punch shall subsequently not score a point.

If the correct target zone has been punched, it must be determined if such punch has been delivered in-time as pre-determined by the training template. If the target zone has been punched in-time, the delivered punch will be interpreted as “correct” and the target zone 26 will illuminate to give positive feedback by e.g. illuminating in a green color. If a correct target zone 26 has been punched and if a training template requires a particular target zone to be punched with a specific hand, a further step includes the determination if the correct hand was used as was required by the training template and as per the method of glove recognition. If the punch was delivered by the correct hand, it will be interpreted as a correct punch and positive feedback will be displayed by the target zone illuminating in for example a green color. The punch shall subsequently score a point.

All data regarding correct, incorrect and missed punches is sent to the main processor for score keeping and score calculation. To ensure a user is not cheating by punching only and not cycling simultaneously, the main processor could also take into account the RPM or the Watt as sensed by sensors in the cycling mechanism. If the RPM or watt output indicates that the user did not cycle at a sufficient speed, the punches delivered, will not be taken into account.

Also disclosed is a method of sensing cross over punching. If a training programme pre-determined that a punch must be made cross-over the midline, the method of scoring punches (FIG. 13) is used in conjunction with the glove recognition method described with reference to the schematic in FIG. 12, above, but with a further step of interpreting and scoring a punch that was delivered cross-over the midline of the body and detecting and scoring correctly delivered punches. The method consists of the following steps: The training template has been pre-programmed to require the right hand 60B to punch target zones on the left of the punch pad (26A or 26C) and the left hand 60A to punch the target zones on the right hand side of the punch-pad (26B, 26D) Target Zone 26E could allow a punch to be delivered by either hand.

If either of the Target Zone strike pads on the left (26A, 26C) of the punch pad are punched with the right boxing glove 60B, the hall sensors 224 will provide an analogue feedback of for example 0V DC and the processor 226 interprets the signal received from the hall sensor 224 as “correct”. Similarly, if the Target Zone strike pads on the right (26B, 26D) of the punch pad are punched with the left boxing glove 60A, the hall sensors 224 will provide an analogue feedback of for example 5V DC and the processor 226 interprets the signal received from the hall sensor 224 as “correct”.

However, if the Target Zones on the left of the punch pad (26A, 26C) are punched with the left boxing glove 60A, the hall sensor 224 will provide an analogue feedback of for example 5V DC and the processor 226 interprets the signal received from the hall sensor 224 as “incorrect”. Similarly, if the Target Zones on the right of the punch pad (26B, 26D) are punched with the right boxing glove 60B, the hall sensor 224 will provide an analogue feedback of for example 0V DC and the processor 226 interprets the signal received from the magnetic hall sensor 224 as “incorrect”. If either of the gloves comes within the magnetic sensing range of the hall sensor on any of the target zones, but the accelerometer in that target zone does not detect any target zone displacement the processor 226 will interpret the punch as a miss.

FIG. 15 High Intensity Interval Training method using a punch-and-cycle exercise device. Method of exercise applying the High Intensity Interval Training (HIIT) method exercise system to the integrated punch-and-cycle exercise device. Alternating rounds during which a user punches and cycles simultaneously with an active rest phase during which the user only cycles. To ensure an even higher physical taxation on the body as is required by the HIIT exercise system, the lighting sequences during the punching and cycling phase, must be pre-programmed to illuminate at a faster pace (FIG. 9) than would be the case during normal exercise sessions. Faster illumination of target zones results in the synchronization of the speed of movement of the lower limbs with the speed of movement of the upper limbs. Therefore, the legs automatically pedal faster when the hands punch faster and thereby a user can get a very effective HIIT workout using the upper and lower body and have the added benefit of neuro/cognitive stimulation simultaneously.

Also disclosed is a method of isomorphically-simulating a sporting activity using a punch-and-cycle exercise device. In order to carry out the method, the following methods and steps are included:

The method of exercise using an interactive punch-and-cycle exercise device, the method of adjusting the seat and punch pad position; the method of glove recognition; the method of detecting and scoring punches; the method of sensing cross over punching, the method of calculating the score, the method of exercise applying HIIT principle when using the punch-and-cycle exercise device.

Providing an interactive punch-and-cycle exercise device as described to the user which contains pre-programmed lighting sequences; Providing special boxing gloves to the user containing magnets as described; Requiring the user to punch a physical object in the form of a punch pad thereby giving tactile feedback to the brain and proprioceptive input to the body; Requiring the user to cycle and punch simultaneously to induce exercise related fatigue and to ensure that the upper body and lower body movements synchronise to result in a natural body movement; Continuously strengthening the core muscles by the requiring the user to punch while cycling; Continuously monitoring the RPM and the heart rate of the user to ensure that the user is in fact exercising.

Through the lighting sequences, requiring the user to regularly alternate punching with the left and right hands to ensure both hands are used equally when punching and that there is sufficient cross-lateral movement; Presenting the user with high-speed, high consequence and high-pressure situations in the form of pre-programmed lighting sequences to which the user must respond accurately within a limited and pre-determined amount of time while being tired due to exercise induced fatigue; Testing the user's decision-making ability and ability to execute a decision accurately while under stress due to exercise induced fatigue.

Simulating the anticipation experienced while doing a sporting activity which then results in neurochemicals, endorphins, hormones, etc. to be secreted by the body to enable a person to react to the illuminated target zone; Presenting the user with active rest phases throughout the training program to ensure the user recovers somewhat between the Rounds; During a Round, increasing the user's level of stress by continually presenting illuminated target zones in a pre-determined sequence regardless of the user input (i.e. the sequence runs regardless if user punched) and requiring the user to punch such illuminated target zones accurately; Giving the user continual feedback on the punches delivered in the form of the illuminated target zone that was required to be punched, to either illuminate e.g. “red” for negative feedback or e.g. “green” for positive feedback; Keeping score of the correctly and incorrectly delivered punches; Giving the user feedback on the biofeedback collected and other data post workout to ensure the user is motivated to beat the previous score; and, Calculating an overall score at the end of the workout to ensure an element of competition similar to a sporting activity.

The device may also have one or more of the following: The vertical punch-pad may have adjustable shock absorption to increase/decrease deflection of the punch pad when struck.

The electronic components in the punch-pad may alternatively be configured as follows (FIG. 8): the sensors in the target zone (220 and/or 228; 224) communicatively connect directly to the main processor 32 located in the console.

The method of glove recognition by the sensors may also include the following steps: With reference to FIG. 4, 5, 6, 12, 13, and FIG. 8, a method of glove recognition by the sensors 224 in the Punch Pad 22, the processor 226 in each target zone communicates between the sensor and the main processor in the console 32 and therefore sends the raw data directly to the main processor for further processing. The processor 226 therefore sends the result of each punch, i.e. the punch placement, glove used, punch timing results and force to the main processor 32 to keep track of, and to calculate the score.

Two fixed wheels and one castor wheel in the foot/base 34 allows for the device to be moved around with minimal effort. Adjustable footing in the base/foot lifts the device off its wheels and securely fixes it in place before it can be used safely. A safety sensor electronically prevents the use of the device when it is not securely raised onto its footing to prevent injury.

Audio output for indicating correct or incorrect strikes to the target zones may also be provided along with audio indicating means to distinguish between different exercise phases. The user is then presented with a visual and/or auditory cue to begin training. Visual and/or auditory cues may also be given to indicate the start of a next Round, the next Active Rest phase or the cool down phase. An exercise program could therefore consist of a warm-up phase followed by a high-performance exercise phase which alternates rounds of simultaneous punching and cycling with periods of cycling alone and a cool down phase.

An enhanced architecture of the system includes the Apple App store and the Google Play store or similar platform from which a user can download a mobile application to a smart phone or tablet 300 that communicatively connects to a processor 32 which in turn communicatively connects to all the sensors 250/251 of the integrated punch-and-cycle exercise device. The smart phone or tablet 300 in turn hosts a mobile application which communicatively connects to a cloud 400/500 based software service that includes a server and a website accessible to the user. The architecture could also include a user's heart rate monitor which could connect to either the mobile application or the console through Bluetooth.

Such architecture of the system allows the user to use the mobile application or console to choose a training program to follow which in turn “instructs”/controls the integrated punch-and-cycle exercise device to run a particular pre-programmed training program which accordingly allows the integrated punch-and-cycle exercise device to then present the user with pre-programmed lighting sequences. This mobile device collects data from the integrated punch-and-cycle exercise device and stores it locally and transmits it to the cloud-based software service using WiFi or cellular data. The cloud-based software service stores the data.

In order to accomplish desired objectives, the system employs certain associated software that allows the smart device or tablet to control certain operating parameters of the integrated punch-and-cycle exercise device by being a link between the cloud based service which stores pre-programmed training programs, and the integrated punch-and-cycle exercise device.

The smart device or tablet retrieves stored pre-programmed training programs from the cloud-based software service which the smart device in turn then transmits to the integrated punch-and-cycle exercise device. Such pre-programmed neuroactive training program is capable of controlling one or more operating parameters of the integrated punch-and-cycle exercise device by including one or more control signals representative of changes to be made in the speed and sequence of the illumination of the delineated target zones and the level of resistance provided by the cycling mechanism.

An enhanced method of operation using a mobile device can also be provided wherein a user pre-sets training parameters such as: length of training session or number of rounds to be performed, the speed of the lighting sequences and the resistance level of the cycling mechanism. Throughout the exercise session, the mobile application receives data in real-time or near real-time from the punch-and-cycle exercise device relating to the user's heart rate, calories burned, revolutions per minute (rpm), watt, accuracy, hit percentage, time remaining of the total exercise session, time remaining in a round, score.

Connecting the user's heart rate monitor via Bluetooth to the mobile application, is an optional additional step in the method of operating the punch-and-cycle exercise device using a mobile device. Before the commencement of the exercise session, the user must touch the Bluetooth button on the Home screen of the mobile application and select the heart rate monitor to pair. The mobile application will then transmit the user's heart rate to the main processor 32.

Connecting the user's heart rate monitor via Bluetooth to the console is an optional additional step to the method of operating the punch-and-cycle exercise device using the console. Before the commencement of the exercise session, the user must touch the Bluetooth button on the menu displayed on the console and select the heart rate monitor to pair.

An enhanced method of operation using either a mobile device or the console can also be provided for user authentication wherein the user uses a username and password. This method has the additional step of when prompted to authenticate, the user will insert the required username and password into the console or the mobile application, whichever is being used.

An enhanced method of operation using either a mobile device or the console can also be provided for user authentication wherein the user is authenticated via QR login. This method has the additional step of when prompted to authenticate, the console will present a QR code which the user would scan with the mobile device.

An enhanced method of scoring punches can also be provided with the following additional steps: after detecting if user input has been received, the sensors in the target zone measure the force of the punch and communicates this to the processors (226, 232 and 32 as in FIG. 7 or where applicable to 226 and 32 as in FIG. 8). The main processor 32 may take the force of the punches into account when calculating the score.

Other wireless technologies can also be used to connect the mobile device to the punch-and cycle exercise device: Wi-Fi, near-field communication, RFID, Bluetooth Low Energy, Zigbee, or other wireless communication technologies, or interfaces for infrared or other optical communication technologies.

It should be understood that various changes and modifications to the presently disclosed embodiment as described herein will be apparent to those skilled in the art. Such changes and modifications may be made without departing from the spirit and scope of the present application and without diminishing its intended advantages. 

I claim:
 1. An apparatus for engaging in an isomorphic simulation of a sporting activity, comprising: a stationary variable resistance cycling device including pedals, an adjustable seat, handle-bar, and an upright arm element mounted thereon proximate said handle bar; a punch-pad mounted on said arm so as to face and be within physical reach of a user of said apparatus, said punch-pad including a plurality of discrete target zones thereon, each of said target zones including illumination and a magnetic sensor capable of detecting the proximity of a magnet thereto, and providing a signal to a device mounted controller regarding said proximity of said magnet; and, magnet equipped gloves, to be worn by a user, used to strike at said target zones in accordance with a pre-selected program sequence of discrete target zone illumination during cycling.
 2. An apparatus as in claim 1, further comprising: an accelerometer included in said target zones for detecting target zone deflection during use and providing a signal corresponding to said deflection to said controller.
 3. An apparatus as in claim 1, further comprising: a contact switch included in said target zones to detect complete contact of one of said gloves with at least one of said discrete target zones.
 4. An apparatus as in claim 1, further comprising: a computer implemented method in said controller for receiving signals from said target zone sensors and tabulating a score relating to accuracy of striking said target zones by said user.
 5. A apparatus as in claim 4, wherein: said punch-pad is vertically adjustable, along said arm, with respect to said cycling device.
 6. A device as in claim 4, wherein: said illumination in said target zones is variable in color and is illuminated to correspond to a strike by a specific left or right glove worn by said user.
 7. An apparatus for engaging in an isomorphic simulation of a sporting activity, comprising: a stationary variable resistance cycling device including pedals, an adjustable seat, handle-bar, and an upright arm element mounted thereon proximate said handle bar; a punch-pad mounted on said arm so as to face and be within physical reach of a user of said apparatus, said punch-pad including a plurality of discrete target zones thereon, each of said target zones including illumination and an RFID sensor capable of detecting the proximity of an RFID tag thereto, and providing a signal to a device mounted controller regarding said proximity of said RFID tag; and, RFID tag equipped gloves, to be worn by a user, used to strike at said target zones in accordance with a pre-selected program sequence of discrete target zone illumination during cycling.
 8. An apparatus as in claim 7, further comprising: an accelerometer included in said target zones for detecting target zone deflection during use and providing a signal corresponding to said deflection to said controller.
 9. An apparatus as in claim 7, further comprising: a contact switch included in said target zones to detect complete contact of one of said gloves with said target zone.
 10. An apparatus as in claim 7, further comprising: a computer implemented method in said controller for receiving signals from said target zones sensors and tabulating a score relating to accuracy of striking said target zones by said user.
 11. An apparatus as in claim 10, wherein: said punch-pad is vertically adjustable, along said arm, with respect to said cycling device.
 12. A method of a user isomorphically simulating a sporting activity, comprising the steps of: mounting, in a seated position, a stationary variable resistance cycling device including pedals, an adjustable seat, handle-bar, and an upright arm element mounted thereon proximate said handle-bar and a punch-pad mounted on said arm so as to face and be within physical reach of said user of said apparatus, said punch-pad including a plurality of discrete target zones thereon, each of said target zones including illumination and a sensor capable of detecting the proximity of a configured glove thereto, and providing a signal to a device mounted controller regarding said proximity of said configured glove; donning a pair of said configured gloves, to be worn by a user on respective left and right hands; selecting a sequenced program of target zone illumination; cycling; and, striking illuminated ones of said target zones in accord with the sequenced program of illumination.
 13. A method as in claim 12, wherein said illumination in said target zones is variable in colour and is illuminated to correspond to a strike by a specific left or right glove worn by said user.
 14. A method as in claim 13, wherein: said sensing of said configured glove is capable of tracking cross over punching across a body midline of said user and detecting a specific one of said left or right configured gloves.
 15. A method as in claim 14, wherein a score is tabulated in accord with successful replication of target zones strikes by said user in accord with said illumination sequence, and said score is displayed on a display screen mounted to said device.
 16. A method as in claim 15, further comprising continuous monitoring an RPM of cycling and a heart rate of said user to ensure that the user is engaged in simultaneous striking and cycling.
 17. A method as in claim 16, wherein, through said lighting sequences, said user is required to regularly alternate punching with the left and right hands to ensure both hands are used equally when punching and that there is cross-lateral movement.
 18. A method as in claim 17, wherein said user is presented with rounds of a high-speed, high consequence and high-pressure simulation in the form of pre-programmed lighting sequences to which the user must respond accurately within a limited and pre-determined amount of time.
 19. A method as in claim 18, wherein a user is presented with active rest phases throughout the training program to ensure the user recovers somewhat between said rounds.
 20. A method as in claim 19, wherein said tabulated score accounts for whether the correct target zone was punched and that such a punch was made with the correct hand and in an acceptable time frame and if so, to allocate a score to the user. 